Werecat Strengths & Weaknesses

Bastet in Eyr all possess the universal strengths & weaknesses. It is important to note that these vary depending on which physical form the character is in. Each Bastet has four forms total, with a fifth if you choose the "Tiny Paws" gift. The base (bastet) form is constant and counts as the first form. You also have three additional forms for your character. Each have their own strengths, weaknesses and appearance. Be sure to adhere to them!

Your character must adhere to these strengths and weaknesses in addition to your character class (e.g., mage, berserker, ranger, baker, etc.). Your character class may not enhance nor negate or otherwise adjust these abilities, strengths and weaknesses in any way. By example, a mage may not "magically add" extra bite muscles to her form for greater jaw power nor could she "magic away" her weakness for silver. Only selected Unique Gifts may adjust this ability, strength, & weakness set (see further below for details).

Universal Weaknesses In ALL FORMS

Regardless of what form you are in the weaknesses below will apply.

Pure Silver: Pure, sterling-grade silver is deadly to all Bastet. Wounds created with silver cannot regenerate, and require magical healing. Pure silver burns to the touch, and atomized silver can cause extreme reactions in the eyes, lungs and skin. Impure silver - that most commonly found in plating, buckles, buttons and currency - is not as effective.

Catsbane: Catsbane in leaf-form can render the senses of Bastet useless very quickly. If a Bastet should come near fresh Catsbane leaves (dry leaves are uneffective) there can be extreme reactions to it. The eyes and nose can start to water and itch, in addition there can be a loss of scent, taste and a temporary loss of eyesight. Other symptoms of Catsbane on Bastet include: extreme pain, muscle cramps,difficulty breathing and heavy perspiration. Also, Catsbane mixed into a potion can prevent Bastet from shifiting into another form due it its poisonous properties.

Shifting Limitations: You can only shift twice per real life day. The transformation from one form to another is considered one full shift. If you possess multiple forms, you may shift freely between any of them, within the limit of your allowed shifts per day.

Intense Stimuli: Having enhanced hearing, smell, and vision also makes Bastet vulnerable to experiencing shock and pain from extreme stimuli such as bright flashes of light, sharp and/or loud noises, and intense odors. A bustling tavern can become sensory overload quickly, and even a whiff of Catsbane nearby overwhelm a Bastet’s acute senses.

Predatory Aura: The opposite of predatory affinity-- in all forms, natural prey will become agitated, fearful, uneasy, and may even flee in your presence.

Bastet Form

The bastet form is a semi-shift between humanoid and war forms. The character takes on a fully cat-like appearance but maintains a more upright posture and a smaller, human-like build. Legs are digigrade, body fully covered in fur, with eyes, ears, tail and teeth like a feline. This is the Bastet's true form and thus requires no energy to be in. This form, however, is NOT neko-like. Humans with ears, tail, and pawed feet are not permitted.

Bastet Form Strengths

Senses: Sight, hearing and smell are 1.5x as acute as that of a normal human. Moderate Night Vision.

Speed & Agility: Reflexes, running speed, stamina, and flexibility are much better than an average human. The Bastet is superior to average humans.

Strength: Physical capabilities tend to be much stronger than an average human. Bastet are muscular, flexible and agile and approximately 1.5x as strong as an average human.

Predatory Affinity: Beasts of the forests that are predators often sense a Bastet and yield to it, though some become aggressive and territorial. Natural kin to Bastet may express an affinity and tameness around them.

Regeneration: Bastet have the ability to heal their wounds at twice the speed of an average human (excludes wounds made by silver or those that cannot regenerate, such as beheading).

Bastet Specific Weakness

There are no Bastet Form specific weakness. Refer back to the universal weaknesses

Human Form

The human form of the Bastet is a simple form that resembles a regular human with the possibilities of a few feline features such as claws or eyes. However, it should be noted that this form is intended for disguise and therefore should be nearly indistinguishable from the appearance of a normal human.

Human Form Strengths

Senses: Sight, hearing and smell become weaker in human form. Their senses are either on par with humans or only slightly above average when in this Form. Minimal Night Vision. A werecat undergoes a dampening of their naturally acute senses to assume this form.

Speed & Agility: Reflexes, running speed, stamina, and flexibility are slightly to moderately better than an average human. The human-form Bastet is comparable to a well-trained athlete in this respect; however, speed and agility are not super-human, and they can be matched by other well-trained humans.

Strength: Physical capabilities tend to be slightly to moderately stronger than an average human. Bastet in human form are very athletic in build.

Predatory Affinity: Beasts of the forests that are predators often sense a Bastet and yield to it, though some become aggressive and territorial. Natural predatory cats may express an affinity and tameness around human-form Bastet that they don't for other humankind.

Regeneration: In human form, Bastet have the ability to heal their wounds at twice the speed of an average human (excludes wounds made by silver or those that cannot regenerate, such as beheading).

Human Form Weaknesses

Painful Shifting: The process of assuming this form is painful and draining, though not as much so as shifting into War Form; it requires at least two full posts in order to complete, during which time no other actions can be taken.

War Form

The war form is the exalted expression of strength and ferocity for any Bastet. The war form is a hulking, terrifying beast-- humanoid in posture, but entirely bestial. With a fully cat-like face, claws and fur, this form stands several feet taller and weighs much more than its human counterpart. Maintaining this form requires a lot of energy, leaving the creature physically exhausted after shifting back.

Warform Strengths

Senses: Sight, hearing and smell are twice as acute as that of a normal human. Acute Night Vision

Speed & Agility: Speed is 2x as fast as the fastest human runner in SHORT bursts; however agility is 0.5x (half) that of a normal human due to the hulking mass of the beast.

Strength: Physical ability is 2x the strength of a normal human, being immensely powerful. Laden with bulky fast-twitch muscle, the Bastet war form is gifted with short bursts of power.

Predatory Affinity: Beasts of the forests that are predators often sense a Bastet and yield to it, though some become aggressive and territorial. Natural kin to Bastet may express an affinity and tameness around war-form Bastet.

Regeneration: In War form, Bastet have the ability to heal their wounds at 10x the speed of an average human (excludes wounds made by silver or those that cannot regenerate, such as beheading).

Warform Specific Weaknesses

"With great power comes great cost."

Primal Mind: While in War Form, your thoughts are governed by the primal instincts of a cat. You lose your capacity for human thought and reasoning, and you do not feel emotions as a human would. You recognize friend from foe, and instinctively know your pride-mates. You are also incapable of any human speech communication (common, Eyranese), nor do you understand it. You communicate through the use of body language, grunts, growls, purrs, and reading the scents of others (D’vin language).

Painful Shifting: The process of shifting into or out of War Form is extremely painful and draining. It takes at least two full posts in order to complete, during which time the Bastet is extremely vulnerable and is unable to take any other action. After the shift is complete, the Bastet will be extremely hungry.

Poor Swimming: Due to the sheer size, weight, and ungainly claws and limbs, the War Form Bastet cannot swim well and can easily drown in deep water.

Weapons Limit: In War Form, Bastet may not carry any weapons -- they are one big walking weapon.

Magic Casting Limit: In War Form, Bastet may not use or cast magic or psionics -- no exceptions.

Quadruped Form

The quadruped form is a simple quadruped predatory cat, such as a lion, cheetah, panther, lynx, and so on. The quadruped form is the average size and build of a predatory cat, and takes on a variety of coat colors and patterns depending on their type.

Quad Strengths

Senses: Sight, hearing and smell are 5x as acute as that of a normal human, i.e. the equivalent of a natural huge cat (in this case: Lion, tiger, jaguar etc). Acute night vision.

Speed & Agility: Extremely quick and agile, the form is capable of both great bursts of speed and long continuous marathons at a medium trot without needing to stop. The quad form is as agile and as fast as a natural huge cat.

Strength: 1.5x stronger as an average human, the form is equal to a natural huge cat in strength.

Predatory Affinity: Beasts of the forests that are predators often sense a Bastet and yield to it, though some become aggressive and territorial. Natural kin to Bastet may express an affinity and even bond to a quad form Bastet.

Regeneration: In quad form, Bastet have the ability to heal their wounds at 10x the speed of an average human (excludes wounds made by silver or those that cannot regenerate, such as beheading).

Quad Specific Weaknesses

Primal Mind: While in quad form, thoughts are governed by the primal instincts of a cat. Bastet lose capacity for human thought and reasoning, and do not feel emotions as a human would. They do recognize friend from foe, and instinctively know their pride-mates. Additionally, they are also incapable of any human speech communication (common, Eyranese), nor do you understand it. You communicate through the use of body language, grunts, growls, purrs, and reading the scents of others (D’vin language).

Weapons Limit: In quad form, Bastet may not carry any weapons.

Armour/Clothes: In quad form, Bastet may not wear any kind of armour or clothes.

Magic Casting Limit: In quad form, Bastet may not use or cast magic or psionics -- no exceptions.

Gifts

Bastet in Eyr possess a variety of special and unique abilities that set them apart from others and define them. You may select up to THREE gifts below to bestow upon your character to enhance their ability above and beyond the standard skillset of a Werecat. Once you’ve selected your gifts you can’t go back and change them. We encourage you to note your gifts in your profile picks as it can be helpful for you and your scene partners. Every unique gift has an associated “cost” that must be accounted for in your roleplay. Failing to do so can result in action by the Admin Team.

Call of the Wild

Able to summon a big-cat (tiger, lion, panther, jaguar, cougar, leopard, lynx, cheetah. No sabretooth tigers or hellcats) to fight alongside them (must wait 3 Post rounds for the cat to arrive)..

Cost: Can only be used once a day. Summoned cat can fight alongside the Bastet for 5 post rounds before the jungle calls it back and it has to run off. Summoned cat is not able to heal wounds (normal animal).

Gift of Tiny Paws

Able to shift into a small domestic cat for disguise.

Cost: Can only be used twice a day (shifting from Bastet or Were-form to domestic cat - shifting back from domestic cat into Bastet or Were-form). Shifting comes with pain, exhaustion, disorientation, confusion and the need to regain energy through feeding. Character will lose the ability to speak Common and Eyranese (D’vin is OK). Character will lose the ability to wield magic/psionics in the domestic cat form.

Gift of Jungle Tracking

Able to pick up scent beyond the limit of 20 meters (essentially you can use your mini-map to track people within 100m - prior OOC consent required as they may have their own scent or identity concealed).

Cost: Characters other senses will be dulled to only 10% of their normal strength while using this gift. Character will be slowed down to normal human speed due to the concentration needed for scenting the target.

Mask the Beast

Conceal your scent and aura and seem entirely human while sneaking up on a target. Can be used together with the gift ‘Silent Paw’.

Cost: All senses (including smell) are dulled to half that of a human for the duration of use.

Gift of Silent Stalking

While used the character will get a bonus to stealth and will be able to sneak up on others silently while otherwise not possible (roll for effect: 1 - 30 will last 1 post rounds, 31 - 60 will last 2 post rounds, 61 - 85 will last 3 post rounds 86 - 100 will last 4 post rounds). Must be roleplayed out actively (sneaking up, settling down to listen, actively spying).

Cost: Can be used once a day. Cannot be used with melee attacks (ranged attack permissible).

Gift of Endurance

Character’s wounds will heal at a faster rate than normal and thus make the werecat able to last longer during a fight. Regeneration: Wounds will heal at 3x the speed of an average human on top of the normal healing rate of the Bastet (3x healing in Bastet form, 3x healing in Quad form, 10x healing in war form. Excludes wounds caused by silver or those that can not regenerate, such as beheading).

Cost: Can only be used once a day. Character will have to feed after the healing process and will be incredibly drowsy and tired. Werecats require an entire day of lazing, napping and deep sleep to replenish the severe exhaustion that comes with faster healing. While in this severely drowsy state the werecat is highly vulnerable to further attack and should seek safe respite.

Gift of the Shapeshifter

Character can shapeshift four times a day instead of two.

Cost: Character will lose the ability to speak Common and Eyranese, to perform magic, wield weapons or wear armour in shifted forms. Shifting costs like pain, exhaustion, disorientation, confusion, need to feed still apply. The gift ‘Tiny Paws’ can not be chosen in addition to this gift.

Gift of Silver Resilience

Negative effects of silver are reduced by about a third in shifted forms, human form tolerates silver as a “normal” human would.

Cost: Character must wear low grade silver (5% to 25% silver) daily to build up tolerance (and will suffer negative side-effects such as itching, discomfort and allergies). One less shift allowed per day - even with the gift of Shapeshifting. Total strength and fortitude in shifted forms is reduced by 30%.

Hypnotic Purr

The Hypnotic Purr is akin to an enchantment spell and its effects go above and beyond the normal effects of a cat’s purr. Hypnotic Purr calms aggression and agitation in other creatures and people to the point an attacker may simply forget to fight and just enjoy the soft vibrating purr. Hypnotic purr cannot be evaded by deafening the ears, one must actively flee or issue a counter-spell against enchantment. Can be used for active manipulation for up to 3 post rounds.

Cost: Can be used twice a day. Bastet won’t be able to concentrate onto something else than the purring. It’s whole attention must go into the effort to ‘seduce’ its target to get what they aim for (can be either defense, offensive manipulation to get something, etc.).

Gift of Fortuna

Cats love their friends, and they’re famous for their incredible luck. This Gift allows them to share some of that good fortune with others, or even to use a bit of it themselves. Once per day, the werecat player may re-roll one of his dice, and one of his friend’s dice, and he and his friend may choose the better roll. This applies for all dice interactions, including combat, sim traps, or simple dice decision making (i.e. will this food make me sick?).

Cost: Limit 1 re-roll per own dice, 1 re-roll for friend’s dice - per day. The player can’t force their friends to re-roll, it’s considered a favor and the friend may accept or decline. “Friend” is defined as your character’s ally, raiding party, faction comrade, race comrade, etc. -- not a personal OOC friend. Fortuna brings luck in-character to the Werecat and the Werecat’s friend. Abuse of the gift (using it several times in a day and trying to not get caught) can result in losing the ability for your character permanently.

Tour the Locations of Eyr!

1 Sim Entrance Temple: Your First Location!

2 The Lava Falls of Ebon Reach

3 The Coral Reef of Kuvari's Deep

4 Stormstead Village Landing Dock

5 Cascade Falls

6 The Eastern Shoreline Cliffs

7 The Hidden Sea Cave

8 Tili'kambo, the Sacred Tree of the Asing

9 The Mystfolk Stone Circle

10 The Myconid Cave of Mount Ohm

11 The Orchid Cave of Ebon Reach

12 Bamboo Falls

Sim Entrance Temple: Your First Location!

Welcome to the Temple of Legends!

Begin your own legend at the main entrance to Mysts of Eyr! This beautiful indochinese-style temple overgrown by ficus tree roots is host to our events board, freebies and exclusives wall, staff pagers and one of our favorite OOC hangout spots!

The Lava Falls of Ebon Reach

Welcome to Lava Falls!

Deep within the belly of Eyr, something wicked is stirring... do you dare venture into the darkest depths? Lava Flows have overtaken ancient ruins and a new society thrives along with the bizarre flora and fauna that have adapted to the extreme environment.

The Coral Reef of Kuvari's Deep

Welcome to the Coral Reef!

Under the shimmering surface of the sea lies a complex and thriving world full of color and constant movement. This is the heart of the Kuvari's Deep faction, and a place teeming with life. Not to be missed!

Stormstead Village Landing Dock

Welcome to the Village of Stormstead!

This rustic fishing village clings on the edge of peril, it's refugees nearly as stubborn as the bamboo pylons it was built upon. Hunching over the wide, muddy Kuvari river, this settlement is home to a motley of people, all with one thing in common: survival. A great location to begin your adventure!

Cascade Falls

Welcome to Cascade Falls!

This location out in the wilds of the jungle provides an abundance of beauty and relaxation, with a beautiful lagoon for taking a dip and a wide open embankment shaded by jungle trees. If you look closely, ancient remains of Stone Giant civilization can be seen. One of the most popular retreats in the jungle of Eyr!

The Eastern Shoreline Cliffs

Welcome to the Eastern Cliffs!

These pristine jutting cliffs extend from Mount Ohm out to the sea, where a sheer drop down the cliffside leads to a small, heavily eroded beach. On these higher elevation shoreline cliffs, a hardier biome flourishes and pure spring water flows from the peaks.

The Hidden Sea Cave

Welcome to the Hidden Sea Cave!

Accessible by both land and sea, the Sea Cave is a private location where surface dwellers and waterfolk can come together and meet in safety and privacy. If you explore this cave you might discover other secrets!

Tili'kambo, the Sacred Tree of the Asing

Welcome to the home of the Moei Asing!

Soaring hundreds of feet up into the sky, the great Moei Asing tree Tili’kambo is the tallest structure on Eyr. The Asing make their home here safe amongst the thick boughs, woven into dome canopies that provide excellent vantage point for observation as well as protection against attacks and the elements. Thick, twisted vines cascade down from the tree, some fashioned into ladders and climbing is the primary method of ascending this great tree. The size and sheer height must be seen to be believed!

The Mystfolk Stone Circle

Welcome to the Mystfolk Stone Circle!

An ancient henge with a magnetic and magical beauty stands in a thick forest of bamboo as though it had always been there since the beginning of time. But that is not entirely accurate, for this structure was laboriously carried in from a faraway realm, called Mystara, by the people who hand-hewn the stones eons ago, the Mystfolk. Each stone represents an element, with a central ceremonial boulder to form the pentagonal henge which is rumored to cause unusual side effects.

The Myconid Cave of Mount Ohm

Welcome to the Lair of the Myconids!

Step into this other-wordly cave illuminated by phosphorescence and spores that emit a pulsing ultraviolet glow. The entire cavern feels alive and even the cave floor beneath your feet has a spongy, life-like feeling to it, and the atmosphere is damp, warm and womb-like. A seemingly endless variety of fungi sprout from the floors, walls and ceiling of the cave. This magical underground forest is more alive than you might think...

The Orchid Cave of Ebon Reach

Welcome to the Orchid Cave of Ebon Reach!

Before you beckons a mysterious, water-filled cave spanned by a dubious bridge and lit by a rainbow of bio-luminescence. Clinging to the stalactites by tough roots are mysterious orchids that flutter and move, flitting their tendril-like petals in a strange mating display. Hanging in the still air and upon the surface of the waters, orchid pollen flickers and glows in shades of yellow, blue and pink. Below the waters' surface, passages connect aquatic tunnels worth exploring.

Bamboo Falls

Welcome to Bamboo Falls!

Nestled against the northern coastline of eyr, terraced cliffs rise upward, covered in a dense forest of bamboo. Cutting its way through the thickets is a crystal spring, which feeds into the swamp below it. Around the crystal spring a variety of rare orchids bloom and exotic birds and wildlife visit often to drink the fresh water. This peaceful location is an excellent escape for private RP!